This would be nice.
Obviously because of how it works everyone's experience is different, but when Arbitrations came out on console I worked to get all of the Vitus Reward items from the vendor and had almost exclusively Infested mission. That was painfully boring.

I don't really pay attention to Youtubers, and the ones I always hear about have the most absurd view points with a completely backwards perspective of the game, like this dude and that Rio guy.
And this irks me to no end. At this point I wouldn't be disappointed if they just dissolved the Design Council since it's more a fluff thing than a place for meaningful feedback. You'd think it'd be a great place to determine what is actually needed for reworks, but no. Even with the Nyx rework the feedback parameters given were thrown out the window and they kept Psychic Bolts (I actually don't mind what we ended up with after a few tries, given the circumstances. The Absorb changes were pointless though).

If you focus on her 2 and 3 instead of her 4 you can use her in Arbitrations, ESO and Sorties which is just about the only content I use her for. But I wouldn't turn down improvements. Balance is already out the window so no reason not to.
If the damage and range are increased I think it would be important to have a mechanic built into her kit to encourage synergizing with it. Otherwise, I'd just be happy with them just drastically lowering the charge time and increasing the duration of her 1.
This seems more like an Augment effect than a base ability for her kit.
I like this. I mostly use her 3 for the projectile damage boost and a quick burst on enemies but it's always felt like it is lacking something...mostly because the ring doesn't do anything to impede enemies.
Unfortunately, this change won't do anything to improve the ability or the frame. It needs to be overhauled or replaced entirely to be useful for the current state of the game and to round out her weaknesses in all levels of content. People still hold on to the idea that the range decrease made it useless because it weakened Firequake, except even DE agrees with the complaints that CC is almost useless in higher level content now, so it would've still been bad. There's been a ton of ideas on what the right way to do that is, but most of them that I've seen involved full reworks with entirely new abilities (which is nearly impossible to happen since that would be more profitable for DE as a new frame).

Long term playing is exactly why the time gating exists in the first place.
What you're asking for will allow players to rush through all progression much faster for less effort then go back to whining how there's nothing to do.

Everyone will always welcome buffs, but that doesn't make it essential anymore, not like the old days. The few months of learning the ropes and acquiring decent gear/mods versus the literal years of being overpowered doesn't balance out. Sure, people appreciate a Trinity. But having a frame that serves most of her usefulness before finishing the star chart is a waste.
Again, because of the direction this game has moved you could actually eliminate 99% of the need of a Trinity or Nyx or many other support frames simply by having an extra Saryn on the team. The only reliable counter to this that DE has is when they spam their armies of Nullifiers in missions which really hinders the flow of gameplay for ALL possible loadouts.

I hate to agree with this, but I do. In the current Warframe, you can almost completely replace all support simply by having another major DPS frame to kill enemies faster than they can hurt you. And that does apply to almost all Sorties, Arbitrations and Elite Sanctuary Onslaught as well.

The point is that even with MR it will STILL mean nothing. In game, MR is already a poor representation of skill or effort or even amount of time played. If anything, I'd rather in-game time be listed in that spot, but even that doesn't detract from someone else's post who has lower in-game time.
Even an MR 0 with a total of 30 minutes of in-game time can give apt feedback on something everyone else may not see anymore due to the numbness of adapting to constant changes and updates over the years. We learn to ignore certain things and forget how much of a pain it might've actually been until we got used to it.
New perspectives should always be valued, and even the forum count now already sways the readers' first impression of a post or comment before they read it. MR would not improve that.

There's a lot of good, creative ideas in this thread for dealing with self damage. I really like the idea of removing self damage and instead using both of these two ideas. Use either a Blast proc or Viral proc depending on what fits better for the weapon. Both can be deadly, but aren't inherently damaging.
And I love this just in general, not exclusively in relation to self-damage mechanics. I'm not sure what secret little testing DE did that they determined shield-gating would be pointless before scrapping the idea, but I suppose that's a question for a different thread.

I'm still unsure about the rotation cycles. What I do think, and have been pushing for a while, is that rotation rewards should upgrade like refinement for relics. Every rotation the rare items should have increased chance to be rewarded while common items should have their chance to be rewarded decreased. And as mentioned the quantity of all resource rewards should increase every rotation so that when they are given they are worth the added effort.